by fretnn on May 4th, 2013
This is the first release I consider stable. In the last two months we fixed a lot of bugs and now it feels a bit polished. I don’t consider it ready, so the version number isnt 1.x yet :)
RTCW COOP 0.9.5 Windows
RTCW COOP 0.9.5 OSX

RTCW COOP 0.9.5 Linux

Thanks a lot to Sage, Nate, Tihan, M4N4T4RMS for all the hard work on the bugfixing. And Thanks a lot to the {WeB} clan for the extensive bugtesting and bug reporting.
To quote {WeB}*GANG$TA*: “this is the best release to date by far. We played every map and it was superb fun all the way”
Fixes
- Fixed callvote nextmap in Church map
- Fixed Baseout loading image
- Fixed call vote crashing in Windows due to trivial unfinished MP call vote porting.
- Fixed Centeprint newlines fix. Made CG_CenterPrint more like MP version.
- Fixed chair pickup to work like it should.
- Fixed clients being able to call activate on doors, chairs, etc. when dead.
- Fixed clipboards from showing on all clients when only one client activated one.
- Fixed crash loading crypt1
- Fixed non working custom map notebooks and clipboards
- Fixed drop so messages get printed as they should. This broke the announcer sound
- Fixed crosshairnames and teamoverlay not always working
- Fixed Improved AI behavior from getting blocked from one another.
- Fixed mg42 hitcode
- Fixed last door in Rocket that was not safely made.
- Fixed obituaries from displaying.
- Fixed voicechat and buymenus
- Fixed speedrun last life crash.
- Fixed venom weapon not gibbing corpses.
- Fixed capslock Walk bug - see /view.php?id=128
- Fixed When a client has a clipboard open, and they die, the clipboard goes away.
- Fixed a broken sound
- Fixed the memory allocation on windows
- Fixed Crash when a spectator tried to spectate certain ai's
- Fixed Axis being able to end a level
- Fixed tram model not always working
- Fixed walking and running animations
- Fixed ai's being kicked because of inactivity
- Fixed flag capture code
- Fixed scrollbutton to be able to scroll lists
- Fixed dead bodies blocking bullets
- Fixed loading screen on widescreen setups
Added
- Added banning and tempbanning
- Added obituaries for players
- Added 1 respawning gun around each flag that will only be there if AI respawning is enabled.
- Added globalaccum command for player sections, as the accums in the player section are local to each player. This fixes random bugs like Tram, Boss1 start, City gate or Rocket elevator or such.
Changes
- Any risky AI's stopped from respawning. Those who could respawn without guns etc.
- Applied various fixes from wolfX (initially from ioq3).
- - static buffer overflow fix.
- - reliable command overflow
- Changed explanations to the Skills in Create server menu. Like what options it sets.
- AI reinforcements always respawn if g_airespawn = -1. If it is 0> reinforcements spawn randomly.
- End map's Nazies won't respawn after you start final battle, unless you run nightmare mod.
- Changed Baseout start explosion AI's.
- Changed behavior of client helper functions; functions will return false if the entity is not a client. We will see how this behavior works.
- Changed Forest and Village2. The reinforcements had godlike abilities to spot you.
- Changed g_airespawn command. -1 = all respawn unlimited times. 0 = No respawning. x =respawn x times, now random percentage of reinforcements will not respawn.
- Now axis can play in both speedrun and normal coop
- Changed spectator health to be 0. This feels right and wonderfully fixes the AI issue when going in spectator mode.
- Changed turn on allowdownload by default for new clients
- Changed g_gameskill to also control AI respawning time. With hard it is now 5 seconds faster than before. Medium is like in 0.9.4. Easy is 5 seconds longer than before.
Known bugs
- In escape1 you sometimes spawn at the wrong flag
- If you join specs during a game, you cannot rejoin as long as the game is going on, you can only rejoin during warmup
- Flamezombies their flames cannot hurt you
- The Tesla gun's damage is multiplicated by the number of players that are watching the gun in action (don't ask)
- spectators don't see the endgame scoreboard
- In tram the ai's sometime just jump down into the canyon
Downloads
WHEN THE RELEASE?
WHEN THE RELEASE?
WHEN ITS DONE!
WHEN ITS DONE!
is this mod work if I use tools like Tunngle, Hamachi,... to play co-op LAN with friends?
btw, the new gameplay video look great so far, however I noticed the other players seem really lag
I was on a wifi with a bad connection, connected to marvin his home computer, 1500km away from eachother :)
Thanks for your notices, but you can buy RTCW on steam (with the latest version as generally). Hamachi is sh**, Tunngle is right. We didn't tested on that, but I never met game what cannot be played on Tunngle.. (Yesterday we played Thief2 - The Metal Age in coop on Tunngle, because there is an error with master server and it worked fine)
okay, hehe, I think Tunggle will work fine. I still keep my RCTW CD (along with bunch of classic games) like gold, so... it's not necessary for me to get Steam version, I guess :D
btw, I have no idea that Thief 2 could play Co-op O_O (I had played The Dark Age long time ago, haven't plan to buy Thief 2 yet xD), I should get it soon and try it with my friends as well.
You can download the latest coop version for Thief2 here: Ttlg.com
Have fun :)))
you won't need tunngle to play it, it works like the multiplayer worked, just connect to the server ! :)
Any chance you'd post a video of coop play? It'd be awesome to see it, even at an early stage of development. Thanks!
You're right, it's time to upload a short gameplay video.